-- QUICK NPCs DURING A GAME --
The various d20 3.5 games are sometimes criticized for being too time consuming for the GM when it comes to creating NPCs for a game. In this post, I'm going to detail a couple tricks that will help you create a character without skipping a beat. You'll have whatever you need for any impromptu roleplaying encounter.
How does it typically happen?
You are rolling along, playing the game, describing what a character sees. "It's a crowded marketplace. There are carts and veiled stalls. Smoke from incense, meat cooking on open grills, fresh fruit, and just caught fish all assault your nose. From the looks of things, you can buy just about anything."
A player might ask you to be more detailed about something. "Do I see anybody that doesn't look like he belongs--somebody that's probably not from the city?"
You smile and quickly answer, "It's a cosmopolitan place. People from all over crowd this area on market day."
"I'm looking for an obviously foreign caravan guard," the player says. "I'll take my time and survey the place. Do I see anybody that raises my eyebrow?"
Just off the top of your head, you keep roleplaying, making it up as you go, "Yeah, you do. A Hyrkanian." You just describe whatever comes to you. His head is shaved except for a top knot. He wears a split mustache and had long chin hair. His body is littered with homespun garments and iron studded leather. There's a sword on his hip, but in both hands he carries a greataxe.
"Well, I'll approach him." And, just like that, you've created a new character for your game--well, as least you've described one. Many times, the roleplay that follows requires no stats. But, sometimes...sometimes. You need to know more about this character.
"What! That's an insult! I'm going to slap his face!"
Thus, now, we're throwing initiative for a fist fight that might turn into something more dangerous. And, you need some quick stats for this Hyrkanian that you've just created.
I'm going to tell you right here that your goal is to come up with something quick, on the spot, and keep the game running. Save the details for later. All that you're going to create here is some stats. If you need Initiative, then you create that. If you need hit points, then you quickly create that. You only create what you need. You don't worry about fine details like racial bonuses or negatives. You just need something to use right now, this instant. Chances are, the PCs will never encounter this character again. But, if he becomes something in your game, then take the time between game sessions to flesh him out. But, that's for the time
in between sessions. Right now, you need bare basics and to keep on rolling.
STATS: Use the common array, which is
13 - 12 - 11 - 10 - 9 - 8. Arrange to taste. That's perfect. That gives you a very average character with two stats with a +1 bonus, two stats at no bonus, and two stats with a -1 penalty.
Think quick, and scratch down the six attributes. Where the character specializes, you'll use the 13 and 12. The two least important stats get the 9 and 8. And, the other two are dead-on average, with a 10 and 11.
That might be all you need.
But, if you need something else, then pick whatever come to mind and keep the game rolling. Give him level. Give him average hit points (full at 1st, and half die for each level after that, plus any CON bonus if you assigned a 13-12, or 8-9 to CON).
SKILLS? Assigning skill points is probably the most time consuming aspects of the d20 character creation system. Here, you just need to decide that if a skill is important to the character. If it's not, then don't improve it. Assume the skill does not have skill points in it. If it is important to the character, then assign max skill points to it (level + 3).
And, you're done.
FEATS? Don't worry about picking a Feat. This can also be time consuming. My advice is to not worry about a Feat unless one appropriate quickly comes to you. Otherwise, the Feat that the character has does not apply to the situation.
You can always pick a Feat later, if one comes to you then.
PREP: As always, a prepared GM is a good gamemaster. Try to make some generic characters before your game and always keep them on hand. Make up a commoner or two. Make up a guard, if guards are likely to be in your next game session. Or a bandit. Or...whatever you think might inter-act with the PCs.
You don't need individuals. You just need one of each type (for example, one commoner, one guard, etc), and you can use those stats more than once if you need them in your game.
If you really want to be prepared, then make up some tables with some NPCs of each type. Pickpockets. Guards. Fences. Dancing Girls. That way, you've got individual stats, a few skills, the character's level and any feats, right at your finger tips. You're prepared.
But, if haven't had time to do this, or the PCs have wandered into a area for which you were not prepared, or if the entire encounter is made up by you on the spot, then just use what I suggest above. You'll have everything you need in a thought's notice, and you can always customize later, between games, if you need to.